I've noticed, at least in the HTML version, that you have the gml equivalent for 'Instance Create Moving as:
//No equivalent, but you can use the following code.
ID = instance_create(x,y,object1);
with (ID) motion_set(direction,speed);

However, I think the actual compiler does this:
with (instance_create(x,y,obj)) {motion_set(dir,speed)};

It is one line of code, convenient and uses no variables. I actually had this in my sig for a while.

It is still amazing how much I wish I had these kind of things when I learned gml. As it turns out, the only thing you need to learn gml is logic, the help file, and time for trial and error.

Disclaimer: I reserve the right to massively exaggerate my points more often than humans take steps on Earth.Disclaimer: My jokes are poorly planned and may end up looking like insults. They are not.I finally got a real domain name! http://mcmonkey.org

There is no set code for this. You have to check yourself to see if the image_index is equal to or higher than the image_number-1. Why -1? Because if a sprite has 16 sub-images they are numbered from 0 - 15 meaning that sub-image 16 is image_index 15. So...

if image_index >= image_number-1
{
//do something as the animation has ended
}

PS: These questions would be better asked in the Novice Q&A forum as they will get more attention and this topic isn't really the best place for them...

My apologies for the lack of attention to this post. I've updated the first posting with a new link to Media Fire that includes version 6 and 7 in both PDF and HTML format. As for a version 8 I really don't know. I really have little to no time right now so a version 8 will not be forthcoming unless someone else does it.

Found exactly what I needed, a GML version of the 'Create Moving Instance' D&D button. Thanks for the great tutorial it's exactly as it needs to be.

Edit: Well, found what I needed, but it's not working how I want it to. Any chance someone could better explain how that function works with GML? I'm decent at coding, but when it comes to 'for' and 'with' statements, I just can't rap my mind around how they work. It suggests you perform:

So I have ID = 0 in the 'Create' event, and this code in a collision event, with my object, direction and speed plugged in. I was expecting it to create my moving object, but it's not doing anything. Any help would be greatly appreciated.

Re-Edit: Yeah, I figured it out. Problem was, I was trying to set the direction to a local variable on the first object, not the object being created. Thanks though, if you were planning on helping! Great tutorial!

Why don't you just post it here instead of forcing everyone to download 4 versions of it before they can even view it? (2 x pdf + 2 x html). I mirrored it here so you don't have to download the HTML version at least, but if you just put it in the post that'd be most ideal.

I'm a recent convert to GML versus the D&D side of Game Maker and I kept hitting a wall of things I could do in D&D but not in GML. I was actually going to post if anyone had created an equivalents file that broke down what was what. Sure enough, the first post in the GML Novice forum was exactly what I wanted. Granted, all of you know that already because you are reading this... but I just felt the need to say that this is awesome and THANKS.

As far as an 8.1 version of this doc, can anyone point to any new features in 8.1 that aren't covered in the 7.0 version. I'd be more than happy to try my hand at updating to the newer version. I've found this is the best way to learn for me, is to attempt to explain it to others. I just need to know what's changed.

Also, getting a version of this doc up on the wiki wouldn't be a bad idea either (does anyone actually use that?).

Although this is a great guide, I recently noticed that it sometimes makes novice users to use "action" functions unintentionally.

With the latest version of guide, each action is basically mentioned twice. The first time with the proper (documented) function. The second is with the "action" one. Two descriptions look visually similar, so novice users will hardly notice the difference nor realize the fact that there are two different places of description.

People don't usually read this sort of document in the order. Instead, they search around the document, quickly and randomly flipping through pages to find the function they need. The consequence is, they will find an "action" function in half a chance and think that it is the correct one to use, overlooking the caution located at the middle.

I wish some improvement made to eliminate the confusion. For instance, how about making the font and icons tiny in the part of "Action functions?" It will give people the feeling that it isn't the main article of the document but an additional note. It will also make the description of each action close together, making people more likely notice the caution at the beginning of the section. Or, how about separate the section of "Action functions" into another document file?